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Old 11-30-2007, 03:54 PM   #41
Radar1013

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Re: High Resolution Pack discussion thread.
NightFright said in one thread that enough content was uploaded onto the forums that he would make an HRP Update today. Even look on his site. It says "Next Release: November 30"
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Old 11-30-2007, 06:12 PM   #42
NightFright

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Re: High Resolution Pack discussion thread.
Yeah, sorry for the slight delay guys. The Update Pack v3.5 is online now. Thundik81's mirror should be up soon, too.
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Old 11-30-2007, 09:09 PM   #43
Radar1013

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Re: High Resolution Pack discussion thread.
What a minute. shouldn't there be a line in duke3d.def that says "include sd_duke.def" so that we can use sd_duke with the HRP?

Also, i thought that when Roma Loom updated tile #0913, it was a model, not a texture,
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Old 12-01-2007, 09:11 AM   #44
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Re: High Resolution Pack discussion thread.
No, there shouldn't. Everything is working just fine the way it is. And it's a little bit difficult with #913: While the model skin rests within the texture dir, the md3 file is in the props dir. That's probably because you can also use the skin as a normal texture. However it's still a model.
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Old 12-01-2007, 09:16 AM   #45
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Re: High Resolution Pack discussion thread.
Oh, i see
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Old 12-02-2007, 11:46 PM   #46
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Re: High Resolution Pack discussion thread.
Personally, I wish the babes were a little more realistic in their proportions. The original sprites didn't have Barbie doll toothpick waists and Dolly Parton chests. No offence to the modelers.
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Old 12-03-2007, 09:22 AM   #47
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Re: High Resolution Pack discussion thread.
Does the new update integrate or replace the old one?
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Old 12-03-2007, 11:51 AM   #48
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Re: High Resolution Pack discussion thread.
Quote:
Originally Posted by Jovan View Post
Personally, I wish the babes were a little more realistic in their proportions. The original sprites didn't have Barbie doll toothpick waists and Dolly Parton chests. No offence to the modelers.
That what's I keep saying but no one listens However, IIRC the latest model by Teamonster isn't like that.

Actually Barbie dolls do not have huge boobs (at least not these days).
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Old 12-03-2007, 02:45 PM   #49
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Re: High Resolution Pack discussion thread.
Quote:
Originally Posted by Altered Reality View Post
Does the new update integrate or replace the old one?
It's written in my FAQ. Any Update Pack always contains ALL changes to the original HRP release EVER. So short answer: It replaces the old one and any version b4.
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Old 12-03-2007, 07:54 PM   #50
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Re: High Resolution Pack discussion thread.
It replaces files, but it does not contain the entire HRP, if that is what you are asking.
You do need the latest full release installed first.
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Old 12-04-2007, 09:32 PM   #51
MorpheusUK
Re: High Resolution Pack discussion thread.
Hello folks,

I cannot run SD Duke since HRP 3. I get the following errors can anyone shed some light on what the problem might be others reported this earlier in the thread but I don't have any def files in my main Duke3D folder which seemed to be the suggested cause.

The significant section from my log of the last run with the latest eDuke snapshot and SD duke 1.2.2 (autoload folder disabled) is below:

EDuke32 1.4.0 svn (Sep 1 2007 14:30:18)
Copyright (c) 1996, 2003 3D Realms Entertainment
Copyright (c) 2007 EDuke32 team
addsearchpath(): Added G:/Duke3D/
Initialising Windows DirectX/GDI system interface
OS: Windows XP (Version 5.1.2600)
- Service Pack 2

Using config file 'duke3d.cfg'.
Scanning for GRP files...
Using group file 'duke3d.grp' as main group file.
Using group file 'sd_duke.grp'.
Using group file 'sd_duke.zip'.

Compiling: EDUKE.CON (453 bytes)
Dynamic tile remapping enabled.
Including: defs.con (28893 bytes)
Including: sd_defs.con (5494 bytes)
Including: user.con (36930 bytes)
Duke Nukem 3D v1.3D style CON files detected.
Including: sd_user.con (1599 bytes)
Including: sd_code.con (37347 bytes)
sd_code.con: In state `jib_sounds':
sd_code.con:59: error: parameter `JIBBED_ACTOR14' is undefined.
sd_code.con:62: error: parameter `SMACKED' is undefined.
sd_code.con:65: error: parameter `MDEVSPEECH' is undefined.
sd_code.con:83: error: parameter `JIBBED_ACTOR15' is undefined.
sd_code.con: In actor `(none)':
sd_code.con:201: error: parameter `notenemy' is undefined.
sd_code.con: In actor `FJIBSPAWN':
sd_code.con:201: warning: invalid useractor type.
sd_code.con: In state `jibcode':
sd_code.con:230: error: parameter `NEWBEAST' is undefined.
sd_code.con:293: error: parameter `NEWBEAST' is undefined.
sd_code.con:303: error: parameter `NEWBEAST' is undefined.
sd_code.con: In actor `(none)':
sd_code.con:350: error: parameter `notenemy' is undefined.
sd_code.con: In actor `NJIBS1':
sd_code.con:350: warning: invalid useractor type.
sd_code.con: In actor `(none)':
sd_code.con:351: error: parameter `notenemy' is undefined.
sd_code.con: In actor `NJIBS2':
sd_code.con:351: warning: invalid useractor type.
sd_code.con: In actor `(none)':
sd_code.con:352: error: parameter `notenemy' is undefined.
sd_code.con: In actor `NJIBS3':
sd_code.con:352: warning: invalid useractor type.
sd_code.con: In actor `(none)':
sd_code.con:353: error: parameter `notenemy' is undefined.
sd_code.con: In actor `NJIBS4':
sd_code.con:353: warning: invalid useractor type.
sd_code.con: In actor `(none)':
sd_code.con:354: error: parameter `notenemy' is undefined.
sd_code.con: In actor `NJIBS5':
sd_code.con:354: warning: invalid useractor type.
sd_code.con: In actor `(none)':
sd_code.con:355: error: parameter `notenemy' is undefined.
sd_code.con: In actor `TROOPHEAD':
sd_code.con:355: warning: invalid useractor type.
sd_code.con: In actor `(none)':
sd_code.con:356: error: parameter `notenemy' is undefined.
sd_code.con: In actor `TROOPARM':
sd_code.con:356: warning: invalid useractor type.
sd_code.con: In actor `(none)':
sd_code.con:357: error: parameter `notenemy' is undefined.
sd_code.con: In actor `TROOPLEG':
sd_code.con:357: warning: invalid useractor type.
sd_code.con: In actor `(none)':
sd_code.con:358: error: parameter `notenemy' is undefined.
sd_code.con: In actor `ENFHEAD':
sd_code.con:358: warning: invalid useractor type.
sd_code.con: In actor `(none)':
sd_code.con:359: error: parameter `notenemy' is undefined.
sd_code.con: In actor `ENFARM':
sd_code.con:359: warning: invalid useractor type.
sd_code.con: In actor `(none)':
sd_code.con:360: error: parameter `notenemy' is undefined.
sd_code.con: In actor `ENFLEG':
sd_code.con:360: warning: invalid useractor type.
sd_code.con: In state `wallbloodcode':
sd_code.con:377: error: parameter `NEWBEAST' is undefined.
sd_code.con: In actor `(none)':
sd_code.con:389: error: parameter `notenemy' is undefined.
sd_code.con: In actor `NEWBLOODSPLAT1':
sd_code.con:389: warning: invalid useractor type.
sd_code.con: In actor `(none)':
sd_code.con:390: error: parameter `notenemy' is undefined.
sd_code.con: In actor `NEWBLOODSPLAT2':
sd_code.con:390: warning: invalid useractor type.
sd_code.con: In actor `(none)':
sd_code.con:391: error: parameter `notenemy' is undefined.
sd_code.con: In actor `NEWBLOODSPLAT3':
sd_code.con:391: warning: invalid useractor type.
sd_code.con: In actor `(none)':
sd_code.con:392: error: parameter `notenemy' is undefined.
sd_code.con: In actor `NEWBLOODSPLAT4':
sd_code.con:392: warning: invalid useractor type.
sd_code.con: In actor `(none)':
sd_code.con:395: error: parameter `notenemy' is undefined.
sd_code.con: In actor `GBSPAWNER':
sd_code.con:395: warning: invalid useractor type.
sd_code.con:396: error: symbol `NEWBEAST' is not a game variable.
sd_code.con: In actor `(none)':
sd_code.con:402: error: parameter `notenemy' is undefined.
sd_code.con: In actor `BSPAWNER':
sd_code.con:404: error: parameter `NEWBEAST' is undefined.
sd_code.con:404: error: parameter `NEWBEAST' is undefined.
sd_code.con: In actor `(none)':
sd_code.con:434: error: parameter `notenemy' is undefined.
sd_code.con: In actor `GNEWBLOOD':
sd_code.con:435: error: symbol `NEWBEAST' is not a game variable.
sd_code.con: In actor `(none)':
sd_code.con:439: error: parameter `notenemy' is undefined.
sd_code.con: In actor `NEWBLOOD':
sd_code.con:439: warning: invalid useractor type.
sd_code.con:449: error: parameter `NEWBEAST' is undefined.
sd_code.con:451: error: parameter `NEWBEAST' is undefined.
sd_code.con:452: error: parameter `NEWBEAST' is undefined.
sd_code.con: In state `bloodpcode':
sd_code.con:461: error: parameter `NEWBEAST' is undefined.
sd_code.con:470: error: parameter `NEWBEAST' is undefined.
sd_code.con:505: error: parameter `NEWBEAST' is undefined.
sd_code.con: In actor `(none)':
sd_code.con:512: error: parameter `notenemy' is undefined.
sd_code.con: In actor `BLOODP1':
sd_code.con:512: warning: invalid useractor type.
sd_code.con: In actor `(none)':
sd_code.con:513: error: parameter `notenemy' is undefined.
sd_code.con: In actor `BLOODP2':
sd_code.con:513: warning: invalid useractor type.
sd_code.con: In actor `(none)':
sd_code.con:514: error: parameter `notenemy' is undefined.
sd_code.con: In actor `BLOODP3':
sd_code.con:514: warning: invalid useractor type.
sd_code.con: In actor `(none)':
sd_code.con:515: error: parameter `notenemy' is undefined.
sd_code.con: In actor `BLOODP4':
sd_code.con:515: warning: invalid useractor type.
sd_code.con: In actor `(none)':
sd_code.con:523: error: parameter `notenemy' is undefined.
sd_code.con:564: error: parameter `notenemy' is undefined.
sd_code.con: In actor `FIRE_SPAWNER2':
sd_code.con:564: warning: invalid useractor type.
sd_code.con: In actor `(none)':
sd_code.con:579: error: parameter `notenemy' is undefined.
sd_code.con:619: error: parameter `notenemy' is undefined.
sd_code.con: In actor `NEWSMOKE':
sd_code.con:619: warning: invalid useractor type.
sd_code.con: In actor `(none)':
sd_code.con:706: error: parameter `notenemy' is undefined.
sd_code.con: In actor `SLIME':
sd_code.con:706: warning: invalid useractor type.
sd_code.con: In actor `(none)':
sd_code.con:745: error: parameter `notenemy' is undefined.
sd_code.con: In actor `FSLIMER':
sd_code.con:745: warning: invalid useractor type.
sd_code.con: In actor `(none)':
sd_code.con:767: error: parameter `notenemy' is undefined.
sd_code.con: In actor `WATERCIRCLE':
sd_code.con:767: warning: invalid useractor type.
sd_code.con: In actor `(none)':
sd_code.con:789: error: parameter `notenemy' is undefined.
sd_code.con: In actor `NEWSPLASH':
sd_code.con:789: warning: invalid useractor type.
sd_code.con: In state `eventgame':
sd_code.con:968: error: parameter `NEWBEAST' is undefined.
sd_code.con:968: error: parameter `NEWBEAST' is undefined.
sd_code.con:969: error: parameter `NEWBEAST' is undefined.
sd_code.con:968: error: parameter `NEWBEAST' is undefined.
sd_code.con:968: error: parameter `NEWBEAST' is undefined.
sd_code.con:969: error: parameter `NEWBEAST' is undefined.
sd_code.con: In actor `(none)':
sd_code.con:1062: error: parameter `notenemy' is undefined.
sd_code.con: In actor `NEWSHELL1':
sd_code.con:1062: warning: invalid useractor type.
sd_code.con: In actor `(none)':
sd_code.con:1063: error: parameter `notenemy' is undefined.
sd_code.con: In actor `NEWSHELL2':
sd_code.con:1063: warning: invalid useractor type.
sd_code.con: In actor `(none)':
sd_code.con:1064: error: parameter `notenemy' is undefined.
sd_code.con: In actor `NEWSCRAP1':
sd_code.con:1064: warning: invalid useractor type.
sd_code.con: In actor `(none)':
sd_code.con:1065: error: parameter `notenemy' is undefined.
sd_code.con: In actor `NEWSCRAP2':
sd_code.con:1065: warning: invalid useractor type.
sd_code.con: In actor `(none)':
sd_code.con:1066: error: parameter `notenemy' is undefined.
sd_code.con: In actor `NEWSCRAP3':
sd_code.con:1066: warning: invalid useractor type.
sd_code.con: In actor `(none)':
sd_code.con:1067: error: parameter `notenemy' is undefined.
sd_code.con: In actor `NEWSCRAP4':
sd_code.con:1067: warning: invalid useractor type.
sd_code.con: In actor `(none)':
sd_code.con:1068: error: parameter `notenemy' is undefined.
sd_code.con: In actor `NEWSCRAP5':
sd_code.con:1068: warning: invalid useractor type.
sd_code.con: In actor `(none)':
sd_code.con:1069: error: parameter `notenemy' is undefined.
sd_code.con: In actor `NEWSCRAP6':
sd_code.con:1069: warning: invalid useractor type.
fatal error: too many warnings or errors: Aborted
Found 0 warning(s), 64 error(s).
Error(s) found in file `EDUKE.CON'. Do you want to use the INTERNAL

Thanks

Morpheus
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Old 12-04-2007, 09:38 PM   #52
MorpheusUK
Re: High Resolution Pack discussion thread.
Just a bit of additional info as I was up against the character limit above. Firstly thanks for the HRP and HRP Updates they are bringing an old game back to life . I was previously running the previous HRP release and a pre- 1.0 SD duke without any problems. On upgrading to HRP 3 and enabling SD duke I get the errors above. In the above run I renamed the autoload folder so that it wouldn't be loaded automatically giving a basic SD duke run without the HRP, HRP Update and maphacks. Without SD duke everything works fine

Thanks,

Morpheus
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Old 12-05-2007, 02:24 AM   #53
gt1750

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Re: High Resolution Pack discussion thread.
Quote:
Originally Posted by MorpheusUK View Post
Duke Nukem 3D v1.3D style CON files detected.
I guess this is the problem - you have Duke 1.3D while the newest sd_duke is fully compatible with Atomic Edition only.
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Old 12-05-2007, 08:12 AM   #54
NightFright

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Re: High Resolution Pack discussion thread.
Probably true. I am afraid we are all quite concentrating on v1.5 users, completely forgetting about v1.3D guys. It's a shame, but in order to promote Atomic Edition: Get it, it's cheap, bug-fixed and has a whole new episode!
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Old 12-05-2007, 09:47 AM   #55
Hunter_rus

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Re: High Resolution Pack discussion thread.
About SD_Duke and the game v1.3
You can try this.
The game v1.3 isn't supported because I haven't studied the difference two versions yet. Though it works and there is no problem so far.
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Old 12-05-2007, 06:23 PM   #56
MorpheusUK
Re: High Resolution Pack discussion thread.
Ah, OK thanks. I will try the con files for starters and see where I go from there. Which was the last version of SD_Duke that worked with 1.3. I'm not sure if I kept my old downloads.
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Old 12-24-2007, 10:37 AM   #57
PsychoGoatee

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Re: High Resolution Pack discussion thread.
I have a question.

Is there a way to enable 3d models, but disable models for enemies, or duke's hud weapons?

I like 3d objects for everything in the levels like signs, trees, pick up items, etc. But I like the enemies in their original sprite form. The hud-weapons I can go either way on, but I definitely feel the original sprites for the enemies are great.

That said, high-res versions of them would be cool. Of course, I know that'd be crazy with all the individual frames of animation.

Anyways, is there anything I can do other than the "models: on or off" option in the menu?
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Old 12-24-2007, 10:53 AM   #58
Hunter_rus

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Re: High Resolution Pack discussion thread.
You can disable any models/textures you wish by overriding some DEF files from the HRP.
Put this file(sprites.def) into the highres folder(you may need to create the folder first).

highres/sprites.def:
Code:
include highres/sprites/build.def
include highres/sprites/characters.def
include highres/sprites/decals.def
include highres/sprites/effects.def
include highres/sprites/firstperson.def
include highres/sprites/jibs.def
include highres/sprites/monsters.def
include highres/sprites/pickups.def
include highres/sprites/projectiles.def
include highres/sprites/props.def
include highres/sprites/signs.def
include highres/sprites/switches.def
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Old 12-24-2007, 01:52 PM   #59
Mr.Fibbles

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Re: High Resolution Pack discussion thread.
Instead of deleting the lines, you could (and it would benefit you) add "//" before each line. That is to comment out the lines. This is good for testing what works and what doesn't. You could also back up the file before altering it, in case you upgrade your computer and can run it again.
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Old 12-24-2007, 10:19 PM   #60
PsychoGoatee

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Re: High Resolution Pack discussion thread.
My highres folder with sprites.def is inside duke3d_hrp.zip in the autoload folder.

Should I extract the contents of that zip to the Duke3d folder, and would it still work?

[Edit:]

Ok, I didn't extract anything, I just copied the spites.def into a new highres folder, and disabled those two lines. Now, I find that does the trick with EDuke32. However, with SD Duke mod on the enemy models are still enabled. How can I turn it off in SD Duke also?
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Last edited by PsychoGoatee; 12-24-2007 at 10:57 PM.
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Old 12-28-2007, 03:27 PM   #61
GUN
Re: High Resolution Pack discussion thread.
i would say in the same way, but in the config files of SD Duke
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Old 01-02-2008, 04:21 AM   #62
3D Master

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Re: High Resolution Pack discussion thread.
Anyone noticed that the latest HRP doesn't unpack right? It creates a duke3d.grp directory in autoload, and puts some stuff in there, but you have to remove what's in there and put it in naked autoload to get everything.

Anyway, I've got an SD_Duke problem as well. Pain skins won't load properly instead it just goes to a different pallet. Behold the error, or rather warnings:

Compiling: EDUKE.CON (151328 bytes)
Dynamic tile remapping enabled.
Including: defs.con (35992 bytes)
Including: sd_defs.con (5712 bytes)
Including: user.con (45482 bytes)
Duke Nukem 3D v1.4+ style CON files detected.
Including: sd_user.con (1574 bytes)
Including: sd_game.con (36071 bytes)
sd_game.con: In state `checksparkhit':
sd_game.con:1327: warning: duplicate case ignored.
sd_game.con:1332: warning: duplicate case ignored.
sd_game.con:1368: warning: duplicate case ignored.
sd_game.con:1368: warning: duplicate case ignored.
sd_game.con:1369: warning: duplicate case ignored.
sd_game.con:1374: warning: duplicate case ignored.
Increasing script buffer size to 32768 bytes...
Found 6 warning(s), 0 error(s).
Last edited by 3D Master; 01-02-2008 at 04:51 AM.
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Old 01-02-2008, 06:08 AM   #63
Parkar

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Re: High Resolution Pack discussion thread.
The zip files should be in the duke3d.grp folder otherwise the hrp will be loaded even if you use a different grp file then duke3d.grp.
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Old 01-02-2008, 10:52 AM   #64
DeeperThought

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Re: High Resolution Pack discussion thread.
The SD_Duke warnings are harmless -- it just means that certain tile numbers were placed in more than one category for the purposes of determining which types of damage to create when shooting walls. It should be fixed but it doesn't have any effect on the game.
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Old 01-03-2008, 03:57 AM   #65
3D Master

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Re: High Resolution Pack discussion thread.
Quote:
Originally Posted by Parkar View Post
The zip files should be in the duke3d.grp folder otherwise the hrp will be loaded even if you use a different grp file then duke3d.grp.
And if they're in the duke3d.grp folder they are not loaded at all.

Quote:
Originally Posted by DeeperThought View Post
The SD_Duke warnings are harmless -- it just means that certain tile numbers were placed in more than one category for the purposes of determining which types of damage to create when shooting walls. It should be fixed but it doesn't have any effect on the game.
But I don't get the pain skins, I get a purple/blue trooper when hit. And SD gives warnings, then from where I'm sitting those warnings must cause pain skins not to load. How high a chance is that sd_duke's .con files produce warnings and sd_duke shows glitches then the problem is somewhere completely else? Especially considering this is a clean install.
Last edited by 3D Master; 01-03-2008 at 04:00 AM.
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Old 01-03-2008, 05:32 AM   #66
Hunter_rus

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Re: High Resolution Pack discussion thread.
Download the latest SD_Duke, there won't these warnings.
Try my unofficial snapshot which in the EDuke thread.
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Old 01-03-2008, 09:49 AM   #67
3D Master

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Re: High Resolution Pack discussion thread.
Quote:
Originally Posted by Hunter_rus View Post
Download the latest SD_Duke, there won't these warnings.
Try my unofficial snapshot which in the EDuke thread.
No more warnings; still get blue/purple trooper instead of painskins though.
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Old 01-03-2008, 10:31 AM   #68
Hunter_rus

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Re: High Resolution Pack discussion thread.
Show me the log(eduke32.log).
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Old 01-03-2008, 03:01 PM   #69
3D Master

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Re: High Resolution Pack discussion thread.
Using config file 'duke3d.cfg'.
Scanning for GRP files...
Checksumming sd_duke.grp... Done
Using group file 'duke3d.grp' as main group file.
Using group file 'autoload/duke3d_hrp.zip'.
Using group file 'autoload/eduke32_mus.zip'.
Using group file 'autoload/hrp_update35.zip'.
Using group file 'autoload/maphacks.zip'.
Using group file 'autoload/xxx_pack.zip'.
Using group file 'sd_duke.grp'.
Using group file 'sd_duke.zip'.

Compiling: EDUKE.CON (453 bytes)
Dynamic tile remapping enabled.
Including: defs.con (35992 bytes)
Including: sd_defs.con (5494 bytes)
Including: user.con (45482 bytes)
Duke Nukem 3D v1.4+ style CON files detected.
Including: sd_user.con (1599 bytes)
Including: sd_code.con (37347 bytes)
Including: sd_game.con (158035 bytes)
Increasing script buffer size to 32768 bytes...

Compiled code size: 22898 bytes
2054/11264 labels, 320/2048 variables
3 event definitions, 261 defined actors

Initialising DirectInput...
- Loading DINPUT.DLL
- Creating DirectInput object
- Enumerating attached input devices
* MOUSE: Muis
* KEYBOARD: Toetsenbord
* OTHER: Natural® Ergonomic Keyboard 4000
- Creating keyboard device
- Creating mouse device
Initialising mouse
CONTROL_Startup: Mouse Present
Loading art header...
initcache(): Initialised with 33554432 bytes
Loading palette/lookups...
mmulti: This machine's IP is 192.168.1.2
Definitions file 'duke3d.def' loaded.
RTS Manager Started.
Adding DUKE.RTS.
Using .RTS file 'DUKE.RTS'
Initializing OSD...
Setting video mode 1680x1050 (32-bit fullscreen)
Checking music inits...
Checking sound inits...
Demo demo1.dmo is of an incompatible version (117).
Loaded map hack file '/E1L1.mhk'
Cache time: 19484ms
E1L1: HOLLYWOOD HOLOCAUST
AMMO FOR PISTOL!
Error: "r_shade" is not defined
LARGE MEDKIT: +30
Uninitialising DirectDraw...
- Releasing DirectDraw object
- Unloading DDRAW.DLL
Uninitialising DirectInput...
- Releasing keyboard device
- Releasing mouse device
- Releasing DirectInput object
- Unloading DINPUT.DLL
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Old 01-03-2008, 03:35 PM   #70
Hunter_rus

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Re: High Resolution Pack discussion thread.
Even though the part of the log, which you posted, didn't show the version of the snapshot you are using, I manged to figure out that you're using an OpenAL snapshot. Unfortunately there is only one snapshot which is believed to fix the problem at the present time. It is the DirectSound(like official) snapshot, based on the latest source code, unlike OpenAL one which is still based on the old September's source code.

To sum up, you have to choose either having good music or proper painskins till an OpenAL snapshot is released.

Quote:
Originally Posted by THE LOG
Error: "r_shade" is not defined
EDuke32.exe executes the "autoexec.cfg" file during starting up. You can create the file and add console commands you need in it. For instance: "r_shadescale 1.4".
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Old 01-04-2008, 05:32 AM   #71
Piterplus

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Re: High Resolution Pack discussion thread.
Why, I use "EDuke32_OpenAL8" and have no problem with painskins (sd_duke) and still have ogg music support.
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Old 01-05-2008, 07:35 AM   #72
lycanox

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Re: High Resolution Pack discussion thread.
Can anyone refresh my memory on this?

Is it possible to assign multiple models for an actor for each pall?
I know its already possible to assign skins to alternate palettes in the def files. But do we have the same support for models?

The point is that I want the character to shape shift into various forms.
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Old 01-05-2008, 08:15 AM   #73
Hunter_rus

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Re: High Resolution Pack discussion thread.
This feature is currently available in unofficial EDuke32 snapshots.
But this feature shall be in the upcoming official EDuke32 as well.

Learn the example:
Frozen models(made by Hellbound) for regular HRP are here(3.6 MB).
That works without any CON coding using this feature.
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Old 01-05-2008, 10:31 AM   #74
Roma Loom

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Re: High Resolution Pack discussion thread.
Different models for different pals? I've downloaded the Frozen Monsters pack but I don't see anything new in the DEF syntax. Would you be so kind and show an example of code?

Also I have a question regarding Alien Queen deflines:
Code:
// Alien Queen (4740)
model "highres/sprites/monsters/4740_queen.md3" {
   scale 1.3 shade 3
   skin { pal 0 file "highres/sprites/monsters/4740_queen.png" }
   glow { surface 0 file "highres/sprites/monsters/4740_queen_glow.png" }
   // QUEENSTRUT
   anim { frame0 "FRAME2" frame1 "FRAME20" fps 15 flags 0 }
   frame { name "FRAME2" tile0 4740 tile1 4759 smoothduration 0.2 }
   // QUEENSHOCKATTACK 
   skin { pal 0 file "highres/sprites/monsters/4740_queen.png" }
   glow { surface 1 file "highres/sprites/monsters/4740_queen_glow.png" }
   anim { frame0 "FRAME25" frame1 "FRAME45" fps 20 flags 0 }
   frame { name "FRAME25" tile0 4760 tile1 4761 smoothduration 0.1 }
   skin { pal 0 file "highres/sprites/monsters/4740_queen.png" }
   glow { surface 0 file "highres/sprites/monsters/4740_queen_shock1.png" }
   glow { surface 1 file "highres/sprites/monsters/4740_queen_light.png" }
   anim { frame0 "FRAME25" frame1 "FRAME45" fps 20 flags 0 }
   frame { name "FRAME25" tile0 4765 tile1 4766 smoothduration 0.1 }
   skin { pal 0 file "highres/sprites/monsters/4740_queen.png" }
   glow { surface 0 file "highres/sprites/monsters/4740_queen_shock2.png" }
   glow { surface 1 file "highres/sprites/monsters/4740_queen_light.png" }
   anim { frame0 "FRAME25" frame1 "FRAME45" fps 20 flags 0 }
   frame { name "FRAME25" tile0 4770 tile1 4771 smoothduration 0.1 }
   // QUEENITSADRONE
   anim { frame0 "FRAME50" frame1 "FRAME80" fps 5 flags 0 }
   frame { name "FRAME50" tile0 4790 tile1 4804 smoothduration 0.3 }
   // QUEENSNUFF
   skin { pal 0 file "highres/sprites/monsters/4740_queen_death.png" }
   anim { frame0 "FRAME85" frame1 "FRAME125" fps 15 flags 1 }
   frame { name "FRAME85" tile0 4780 tile1 4789 smoothduration 0.3 }
}
I see 4740_queen_light.png defined for "surface 1" which should be her eyes but 4740_queen.md3 model has only one surface. Also 4740_queen_glow.png isn't used during shock attack and "spawning a drone" anims... So I think detaching eyes to a "surface 1" would be a nice move to make it all work correctly at least as a temporary workaround... As I don't have AlienQueen source I'm trying to find a way to "split" the eyes from the body without breaking the animation...
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Old 01-05-2008, 12:22 PM   #75
Hunter_rus

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Re: High Resolution Pack discussion thread.
How do the frozen models work.
Spoiler:
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Old 01-05-2008, 12:30 PM   #76
Roma Loom

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Re: High Resolution Pack discussion thread.
Oh.. I see now. Thanks
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Old 01-05-2008, 03:19 PM   #77
lycanox

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Re: High Resolution Pack discussion thread.
The model now only displays in the player option menu and not in game.
In game it just shows the low res player that is for some reason always facing me.
Even the normal model from the HRP pack doesnt work anymore.

Does anyone have any idea what is cousing this?
Quote:
model "highres/extra/characters/Wolf/tris.md2" {
scale 3 shade 0 zadd 26
skin { file "highres/extra/characters/Wolf/Wolf.pcx" }

// Idle
anim { frame0 "idle001" frame1 "idle040" fps 6 }
frame { name "idle001" tile0 1405 tile1 1409 smoothduration 0.4 }
// Jetpack
anim { frame0 "jump003" frame1 "jump003" fps 8 }
frame { name "jump003" tile0 1420 tile1 1424 smoothduration 0.5 }
// Run
anim { frame0 "run01" frame1 "run06" fps 7 }
frame { name "run01" tile0 1425 tile1 1444 smoothduration 0.2 }
// Kick
anim { frame0 "pain3_001" frame1 "pain3_004" fps 8 }
frame { name "pain3_001" tile0 1445 tile1 1454 smoothduration 0.1 }
// Jump
anim { frame0 "jump001" frame1 "jump006" fps 7 }
frame { name "jump001" tile0 1455 tile1 1464 smoothduration 0.2 }
frame { name "jump006" tile0 1465 tile1 1469 smoothduration 0.2 }
// Swim
anim { frame0 "jump001" frame1 "jump001" fps 20 }
frame { name "jump001" tile0 1780 tile1 1799 smoothduration 0.3 }

// Crouch
frame { name "death2004" tile0 1491 tile1 1495 smoothduration 0.2 }
frame { name "death2004" tile0 1496 tile1 1500 smoothduration 0.2 }
frame { name "death2004" tile0 1501 tile1 1505 smoothduration 0.2 }
// Death
anim { frame0 "death1001" frame1 "death1006" fps 25 }
frame { name "death1006" tile0 1511 tile1 1515 smoothduration 0.2 }
frame { name "death1006" tile 1518 smoothduration 0.3 }

hud { tile0 1425 tile1 1444 xadd 0.2 yadd 0.4 zadd 1 angadd -640 }
}
Last edited by lycanox; 01-05-2008 at 03:53 PM.
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Old 01-05-2008, 03:53 PM   #78
Hunter_rus

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Re: High Resolution Pack discussion thread.
I see nothing strange in the DEF.

It could be a maphack or a CON file altering the mdflags member of the sprite structure.
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Old 01-05-2008, 04:09 PM   #79
lycanox

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Re: High Resolution Pack discussion thread.
Just reinstalled Duke plus and it seems to work correct now.

Odd, since its now running normally with exactly the same files.
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Old 01-05-2008, 04:22 PM   #80
DeeperThought

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Re: High Resolution Pack discussion thread.
Quote:
Originally Posted by lycanox View Post
Just reinstalled Duke plus and it seems to work correct now.

Odd, since its now running normally with exactly the same files.
Are you sure it is the same versions of the files?
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